Post subject: DeadFall build for a Deadlands game set in Deadwood…. w/Pics

Posted: 09-25-2012, 08:33 AM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

DeadFall build for a Deadlands game set in Deadwood….

That’s a lot of “dead”… hehehe

Well howdy ya’ll. I have been running a Deadlands game for a few months now, and it is set in Deadwood Lakota/Dakota Territory. I have departed a bit from Classic Deadlands history/Cannon and modified real world history to start my game in 1875 (late June now), a year before the handbooks etc start. For my game Deadwood is still in the rough and tumble mine camp phase a tent city with a transient population, up until last weeks game there had been no wooden structures in the camp. Well the PC’s being PCs have changed that.

The Mad Scientist of the group commissioned some Chinese laborers to build him a building, a lab and residence. Another PC in a rather lucky night of gambling made a Bunch load of money and wanted to build a saloon. After some discussion and investments the gambler has joined forces with E.B. Farnum and they have constructed the Deadwood Grand Hotel and Saloon.I bought DeadFall to use in my Deadlands game so these being the first wooden structures built in the camp (and out of the 6 PCs all but 1 will be living in either of the locations) felt they deserved a model each, as I can now attack them in their homes for the ultimate betrayal… evil GM laugh…

I had two different ideas for the look of Hotel/saloon, my first was the Grand Hotel and Saloon like in Old Tucson and the other was the actual first hotel built in Deadwood, the Bullock Hotel. Both are classic Old Westie looks.

While I like the look of the Grand.... having no angled walls of the sort I want form Deadfall would mean a bash, add in the first designs I had done needed to be tossed out due to a part I assumed was in the set but turned out to not exist, meant an entire rework was needed, as I was sketching and looking at pictures of the Bullock hotel (and the parts of the set) I found a nice way to get that look and it had the floor size I wanted… So I will go with the Bullock look.There are multiple wall sections printed, I have to do the floor bits tonight, and then can start the build. This will be the general look of the Bullock but in wood.

Putting this up and the pressure to update it will make me work on the build…

Last edited by Ghenghis_Ska on 10-18-2012, 10:56 AM, edited 1 time in total.

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood….

Posted: 09-26-2012, 07:09 AM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

tatteredking wrote:

there will be angled walls for Deadfall soon enough....working on them.

you going to have then within like 2 weeks?

I hope to get the bulk of this done over the next two weeks, and well i don't want to wait on a kit bash that may or may not see the light of day in that time. I can always build another Hotel after this one gets burned down (there is likely a fire coming to deadwood at some point....)

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood….

Posted: 09-27-2012, 05:55 AM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

Last night sorted out the foam-core needs for the bulk of the builds (and got the mounts on and started cutting), and got all of the walls I had printed cut out.

It is on to the floors and posts for today and tomorrow.

I hope to have something to take a picture of by the end of the weekend.

Either Dr. Fargo's Science shop or a floor or two of the Hotel.

Due to an error in what i printed off, i actually have a bunch of walls i wasn't planning on using for anything.... But the extra walls and doors that I had and an off hand comment by one of the players now has a use for them, and gives another leg up to one of the PC's rivals...

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood….

Posted: 09-29-2012, 04:58 AM

Gear HeadJoined: 07-16-2011, 04:36 PMPosts: 764Location: Galesburg IL

Keep up the good work, Ghenghis_Ska - "one step at a time", "steady as she goes" ... we'll wait ...[sound of foot tapping - lol]Seriously, I still consider myself a newbie after 2 years and know how long it takes for all that prep work. I work on edging on my work breaks.

~I knew I should have taken that left turn at Albequerque... but I know where my towel is!

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood….

Posted: 09-29-2012, 08:54 AM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

Yesterday I got all of the Floor tiles and associated Anchors scored.

I am working on the Posts today in odd moments.

I realized how I want to do a section so it is back to the printer later tonight.

(was have a problem figuring out where/how i wanted to do balconies, they are very wild west shoot out, but with the lay out of the rooms wasn't happy with them.... think I figured it out, have to check one thing though...).

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood….

Posted: 10-08-2012, 08:25 AM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

Darn, the versatility of this set is what makes it take sooooo long to get a decent collection of things going... to do the builds i want to do...

I keep woefully underestimating the time it takes to do certain things (tabs).

Mounted I have all 4 floors of the hotel and balconies...Mounted with Anchor Tabs I have the Doctor Professors Mad Science Lab and domicile.

I have all of the 2 way posts glued and ready to goI have all of the 3 way posts glued and ready to goI have all of the 4 way posts glued and ready to go

Walls cut, scored, edged but not glued.Anchor tabs... still working on some of those, darn those pesky tabs (as an idea of how many i need I have to get enough tabs to handle 20 6x6, 12 3x6 , and 8 3x3 floor sections, so that is 160 corner tabs, and 104 of the double tabs, Should have them all printed and scored it is the darn cutting that is taking for ever.... and no point in doing the walls till I have a means to put them in place...)

First rule of GM'ing: "The world is the way the GM says it is". You built it that way, that's how it's meant to be. Of course, you may have to adapt your own plans to accommodate your own 'changes', but that's easy compared to what you have to do to accommodate the actions of the characters.

Moderator posts are in green oraquamarine.My posts are my personal opinion only and do not represent the official view of WorldWorksGames.

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood…. w/

Posted: 10-19-2012, 09:45 PM

COGJoined: 02-15-2012, 11:10 AMPosts: 179Location: Oregon

great to see someone building for the weird West, love what you did with the maiden , I got the wild weird West bite when they started releasing the Western terrain,

I'm taking the board game deadlands battle for slaughter gulch (just purchased it on eBay for eight dollars ) and making a large 3-D version of it, and hyping it up with a bunch of house rules and adaptations from the role playing version. I'm making the town a little bigger than the boardgame tiles with some extra buildings, and planning on building the entire thing inside a box that looks like a Winchester rifle crate. there will be six buildings around the border of the board that will be open at the back which will serve as the players hidden screen ( players make their move in secret and then reveal simultaneously) all the other buildings will have interior sets. It's going to be a grand project.

I'm doing everything using Tumbleweed Pass, and various parts from thoumonts medieval buildings, shelldrake props,interior pups, and a few of my own custom pieces. I know the scale of the miniatures is smaller than 25 mm but I have to wait until they come in before I can scale the buildings accordingly. I'm going to try to document this project with lots of pictures,

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood…. w/

Posted: 10-20-2012, 12:01 AM

Gear HeadJoined: 07-16-2011, 04:36 PMPosts: 764Location: Galesburg IL

Like your Maiden conversion Ghenghis_Ska: 1) Neat trick on the propellers - simple yet elegant. Is the power source a boiler (wood or coal?) or a galley crew? If boiler what did you use as a representation?2) Are you going with mastless as you don't need the wind power?

I've got an Maiden airship 'on the books' [cough**drawing board**cough] using a slightly reskinned NORGE from Fiddlers Green...maybe a pair rigged up to the masts.

~I knew I should have taken that left turn at Albequerque... but I know where my towel is!

Post subject: Re: DeadFall build for a Deadlands game set in Deadwood…. w/

Posted: 10-20-2012, 06:27 PM

DirigibleJoined: 02-23-2004, 08:07 AMPosts: 1834Location: CT

greypilgrim wrote:

Like your Maiden conversion Ghenghis_Ska: 1) Neat trick on the propellers - simple yet elegant. Is the power source a boiler (wood or coal?) or a galley crew? If boiler what did you use as a representation?2) Are you going with mastless as you don't need the wind power?

I've got an Maiden airship 'on the books' [cough**drawing board**cough] using a slightly reskinned NORGE from Fiddlers Green...maybe a pair rigged up to the masts.

I was going to cover all of this in the maiden thread, with pictures, just haven't had a chance to put them up was working on it on friday at work, will try to get them up later, and link to the thread.

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